Cadaver Lord

Family: Cadaver

Medium undead, chaotic evil

Armor Class 14
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 16 (+3)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Special Traits

  • Innate Spellcasting. The cadaver lord’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cadaver lord can innately cast each of the following spells requiring no material components:
  • Create Cadaver. A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control. The cadaver lord can have no more than three cadavers under its control at one time.
  • Magic Resistance. The cadaver lord has advantage on saving throws against spells and other magical effects.
  • Reanimation. When reduced to 0 hit points, the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point at the start of its turn. Hit points lost to magical weapons or radiant damage are not regained. When the creature reaches its full hit point total, less any magical weapon or radiant damage suffered, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting gentle repose on it, or bathing the bones in cleansing sacred flame.

Actions

  • Multiattack. The cadaver lord makes one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

About

The rotted flesh and tattered garments of this creature do little to hide the savage gleam of intellect in its burning eyes nor the grin of anticipation that crosses its features as it advances.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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